dungeonanddeamon/GodoBinding/include/gen/ParallaxLayer.hpp
2020-03-25 11:29:52 +01:00

51 lines
1.3 KiB
C++

#ifndef GODOT_CPP_PARALLAXLAYER_HPP
#define GODOT_CPP_PARALLAXLAYER_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class ParallaxLayer : public Node2D {
struct ___method_bindings {
godot_method_bind *mb_get_mirroring;
godot_method_bind *mb_get_motion_offset;
godot_method_bind *mb_get_motion_scale;
godot_method_bind *mb_set_mirroring;
godot_method_bind *mb_set_motion_offset;
godot_method_bind *mb_set_motion_scale;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "ParallaxLayer"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
// enums
// constants
static ParallaxLayer *_new();
// methods
Vector2 get_mirroring() const;
Vector2 get_motion_offset() const;
Vector2 get_motion_scale() const;
void set_mirroring(const Vector2 mirror);
void set_motion_offset(const Vector2 offset);
void set_motion_scale(const Vector2 scale);
};
}
#endif